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by Arioch
Sun Jan 14, 2018 9:53 pm
Forum: General Forum
Topic: Flasghip Concept
Replies: 18
Views: 224

Re: Flasghip Concept

In MOO2, the "ship leaders" (admirals) could be assigned to any ship regardless of size, and the bonuses mostly applied to the entire fleet. So there was no issue of making capital ships more powerful. We might add ship components that you could add to a ship specifically to improve its fu...
by Arioch
Sun Jan 14, 2018 9:46 am
Forum: General Forum
Topic: Flasghip Concept
Replies: 18
Views: 224

Re: Flagship Concept

In the broadest sense, a flagship is just the ship in the fleet that has the commander aboard. In MOO2, the admiral characters were assigned to specific ships, so it did have flagships in a certain sense, but it was the characters that gave special abilities to the fleet, rather than the flagship it...
by Arioch
Sun Jan 14, 2018 9:12 am
Forum: General Forum
Topic: I am hearing the research music in diffrent places now.
Replies: 1
Views: 41

Re: I am hearing the research music in diffrent places now.

A few of the older music pieces (including the one in question) were bought as stock music, rather than being specifically composed for SIS as the newer pieces are. So it's quite possible that you could hear them in other projects.
by Arioch
Wed Jan 10, 2018 4:32 pm
Forum: General Forum
Topic: Researchable Artifacts
Replies: 7
Views: 290

Re: Researchable Artifacts

The Pulse Generator is a System module, so it won't display on the hull of a mounting ship.
by Arioch
Wed Jan 10, 2018 1:04 am
Forum: Testing
Topic: Report - Current Bugs and Issues
Replies: 1331
Views: 130993

Re: Report - Current Bugs and Issues

Human Raid against Haduir end in loss of a Tank battalion According to Raid estimate losses should only occur only to Assault Marines or enemy pop and Tanks are not used during raiding as they do not have capture power correct? Ideally, Raids should also ignore Tank Battalions stationed on the plan...
by Arioch
Wed Jan 10, 2018 12:47 am
Forum: Testing
Topic: Suggest - Features and Improvements
Replies: 642
Views: 71137

Re: Suggest - Features and Improvements

Assault Shuttles were designed to be better at delivering troops for a ground invasion than a regular cargo hull. Unfortunately, this functionality was never implemented. Delivering Marines remotely was a secondary feature.
by Arioch
Wed Jan 10, 2018 12:44 am
Forum: General Forum
Topic: Researchable Artifacts
Replies: 7
Views: 290

Re: Researchable Artifacts

What's that you say? Unique unlockable techs?

herald_techs1.jpg
herald_techs1.jpg (38.53 KiB) Viewed 137 times


Yes, we're working on the artifact and codex system right now. :D
by Arioch
Tue Jan 09, 2018 7:49 am
Forum: Testing
Topic: Suggest - Features and Improvements
Replies: 642
Views: 71137

Re: Suggest - Features and Improvements

Since Assault Shuttles can be shot down, they should get some sort of advantage over Boarding Module (I think there is already a bonus to them in that normally during planetary invasion the attackers get some penalty when invading with these but the effect is not made clear nor quantified) Assault ...
by Arioch
Sun Jan 07, 2018 12:00 am
Forum: Testing
Topic: Suggest - Features and Improvements
Replies: 642
Views: 71137

Re: Suggest - Features and Improvements

zolobolo wrote:Suggest to add an additional effect to "Science Stations" module: increase scanning range by 1 parsec (the difference between normal drive range and Warp Line Amplifier)

Seems like an ability more suited to Deep Space Scanners rather than Science Stations.
by Arioch
Thu Jan 04, 2018 6:21 am
Forum: General Forum
Topic: Tinkers need help
Replies: 10
Views: 207

Re: Tinkers need help

I haven't had any problems playing as Tinkers... if anything, they may be too strong. They don't have to build farms or transport food, and all their population get at least +1 labor.

Has anyone else had problems playing as Tinkers?
by Arioch
Mon Dec 25, 2017 6:19 am
Forum: General Forum
Topic: Next DLC
Replies: 13
Views: 410

Re: Next DLC

I suspect because of the limited company size and backlog of features, they don't actually need help directing their next DLC - they probably have three years of content at their current development rate already on their plate. This is true, but feedback and suggestions are always welcome. My conce...
by Arioch
Sun Dec 24, 2017 11:26 pm
Forum: General Forum
Topic: Next DLC
Replies: 13
Views: 410

Re: Next DLC

While a "consuming tide" universal enemy race would be cool, I must admit The Gardeners sounds far more interesting. Both the Gremak and Tinkers already have a model where they can "consume" captured population, by enslaving/harmonizing them and then spending them on forced labo...
by Arioch
Sun Dec 24, 2017 9:19 pm
Forum: General Forum
Topic: Next DLC
Replies: 13
Views: 410

Re: Next DLC

Our current plan is to spend some time fixing and improving existing features (AI, diplomacy, tactical combat balance, victory display, faction special features) before we do more DLC with new factions and features. The publisher will probably pressure us for more DLC before long, so we may not get ...
by Arioch
Tue Dec 19, 2017 8:06 am
Forum: Testing
Topic: Defensive graphics and sound removal
Replies: 1
Views: 98

Re: Defensive graphics and sound removal

I think there is a new bug that prevents explosions of missiles and small craft in some situations. Sven is looking into it.
by Arioch
Sun Dec 17, 2017 7:48 pm
Forum: Testing
Topic: Please Report Missing and/or Placeholder Text
Replies: 82
Views: 8082

Re: Please Report Missing and/or Placeholder Text

Ah, got it.

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